- Youtube Link / Twitch Link
- Graphics : Nothing in this game is homogenous. Everything is blurry and overbaked with blur or bloom. Character models look like they're all individually out of entirely unrelated asset packs, the scaling on some of them like the main character are strange with the MC looking like he's been squished.
- GUI : Kind of rough, the top right 'normal protocol active' takes up a massive amount of room yet seems to be irrelevant , the 'objective' is practically pointless due to the linear (?) nature of the game.
- Performance : Not Good.
- Music / Sfx :
- Music : Fine
- SFX : Mostly Fine
- Gameplay : The gameplay is practically unbroachable. It wants to be a fighter game with combos but it's basically impossible to land hits or do combos.
- Notes :
- The shaky cam is unnecessary.
- It's practically impossible to land hits without taking damage, enemies just don't react or get 'stunned' from being hit, meaning the only way you can practically progress is to do incredibly cheesy hit and run tactics.
- Enemies mostly stand around and do practically nothing, if they try to do anything, they seem to just glitch out and never actually accomplish much.
- Final Thoughts : Overall this is in such an incredibly rough state that I could practically not get past the first room, and technically didn't. The game desperately needs work in practically every category.
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Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
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Yeah obviously I can see you're bad at the game. If your "hit and run" strategy worked so well, how come you kept dying on the 1st part of the 1st stage? And I genuinely don't get what you mean by "blurry." "Nothing in this game is homogenous?" "unrelated asset packs?" Did I put a metahuman ballerina in the game without noticing? Nobody who has played the game from both playtesting and irl have said anything besides lighting being a bit too much but never blurry, so I don't get where this is coming from. And no, you're wrong about the enemies. They fit just fine.
Enemies in this game aren't designed to just stand around and get hit, they will attack you if you are too occupied with one of them, and this leads to you needing better combos. And they have a LOT of hit stun when you're hitting them, so much in fact they can be comboed from near across your Fov, which you clearly didn't notice or care to. And I see you're CLEARLY lying about enemies not moving. When did enemies ever stop moving or attacking? They legit were hunting you down because you just resorted to spamming a single attack button.
Someone did mention last week about chain cancelling not being that smooth, so that is being adjusted. But you're genuinely wrong about this game, and I am not taking your criticism into account. Good day to you, sir.
I can see the potential for a cool action game here but it's in a really rough state right now. It seems like you have the concept of an interesting combat system, with cool mechanics in theory. But the normal moves feel so sluggish that it doesn't really feel fun to try and string together combos. There doesn't seem to be any hit feedback either. It also doesn't feel worth it to try and combo enemies because they swarm around you in droves and hit you out your combo if you try to do more than like 3 hits.
The art is also pretty rough right now. I can see the type of saturated artstyle you're trying to go for, and it looks good in screenshots. But it doesn't look great in motion right now, with everything looking very blurry and a lot of randomly flashing lights.
Overall I can see the concept you're trying to go for right now but it needs a lot of work. I'd definitely suggest researching other action games more, and trying to get the basic combat feeling good before you add more complex mechanics and levels.
Hey there.
So in earlier builds of the game, enemies were not as Aggressive as they are now. The reason is because of the chaining system that puts them in a lot of hit stun, with near infinite strings on all enemies. So no, they're like that on purpose. It's better to separate enemies out for longer extensions or to go for simple, smaller combos in order to take them out. The normal moves aren't all that great on purpose.
I also don't know where the critique of no feedback is coming through? Did you not have sound on or something? There's a lot of feedback when you're hitting and getting hit. And also there's no real blurriness to the game. The game is mostly flat with simple colors.
And I don't think researching other action games is going to get "combat feel" right outside of bells and whistles. Other games have other systems they balance towards and are more limiting in terms of free chaining with Proto Zero. If the game had a more traditional 123 combo string, I would probably tone down the enemy aggression, but that can't happen. Otherwise, you'd just single button infinite through the entire game, no consequences.
I will say you are right about the visuals of the game. It's hard to tell in some areas where you might be getting hit. This will be addressed before release.
Thanks for your feedback and understanding.
How's it going again?
I took your suggestions into consideration And have made the buffer cancel window for chaining attacks much wider, and it's definitely help smoother out Yuuto's cancels and flow of movement/attacks. I'm going to also add a little bit of a red material effect over the enemy characters when they get hit, that way it can really emphasize that they're getting smacked.






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